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~ Contents ~
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- Part 1: Basic Texture Swapping
- Part 2: Basic Poly Swapping
- Part 3: Adding One Additional Entrance Attire + Polys & Textures
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~ Brief Overview ~
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In this guide i will attempt to cover all aspects to how to create a brand new attire\look for your chosen wrestler. I Would like to start by thanking Orson he is the main reason i was able to write up this guide dude is a legend 8-)
'Attire hacking is one of the best ways to make your chosen wrestler look more accurate and in some instances bespoke. In this particular guide the options are limited due to the number of available attire shapes but still awesome none the less. There is nothing fancy or over complicated about creating these hacks but in my opinion they are the best\easiest to start with when you are learning the basics about altering the games memory.
The two main aspects we will be looking at are Texture and Poly swapping and maybe at the end some more advanced stuff.'
The common denominator in attire alterations are the pattern\order the attires follow, The textures and polys both use up to 18 lines to make up there respective set and they as a rule run in this order:
Right Side of the Trunks
Left Side of the Trunks
Stomach
Lower Back
Chest
Upper Back
Upper Left Arm
Lower Left Arm
Upper Left Leg
Lower Left Leg
Upper Right Arm
Lower Right Arm
Upper Right Leg
Lower Right Leg
Back of the Head/Neck
Front of the Head/Face
Shape of the Extra
Extra
[/div]
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~ Part 1 - Basic Texture Swapping ~
---------------------------------------http://akilive.boards.net/board/63/attire-hacking [/div]
Example 1: Faces[Adding Bigshow's unused face]
http://akilive.boards.net/thread/164/face-graphicsThere are various ways to bring the texture back to the game which will be described in a future topic BUT for now there is a simple texture swap we can do you bring him back into the game.
For this example I'm going to replace Male Face 1 [The Rock]
Male 1 [The Rock]
8104D2F4 1D72
Big Show - Not Selectable
8104D2FA 1D78
All you have to do is alter the last 4 digits of the code from one to the other so in this instance...
Value 1D72 becomes 1D78
[Before]
[img]<br />Male 1<br />8104D2F4 1D72<br /><br />[After] <br /><img src=[/img]Male 1
8104D2F4 1D78
Final code is:
Bigshow\Face
8104D2F4 1D78
Easy as that a simple swap reintroduces Bigshow's face back in to the game this can be applied to other areas of the body like adding extra tattoos for example. If you search hard enough you might find some hidden gems in the memory to like intro faces for certain people...
[img]<br /><br />This was achieved by altering 1D78 to 1E81 again what has been found is listed. I think this maybe the [In Ring Intro Taunt] face???<br /><br /><br /><strong><u>Example 2: Attires</u></strong><br />[Altering different sections of specific attires]<br /><br />Exactly the same principal as the above this is achieved by simply swapping values to create a new look again the benefit could be unmirroring a certain parts of the chosen attire or adding something completely new to it. Here is another set of examples<br /><br />I'm going to unmirror Short-Tights which can be found here:<br />http://akilive.boards.net/thread/31/lower-body-textures<br /><br />Short-Tights<br />8104BE04 1806<br />8104BE06 1806<br />8104BE08<br />8104BE0A<br />8104BE0C<br />8104BE0E<br />8104BE10<br />8104BE12<br />8104BE14<br />8104BE16<br />8104BE18<br />8104BE1A<br />8104BE1C<br />8104BE1E<br />8104BE20<br />8104BE22<br />8104BE24<br />8104BE26<br /><br />This is the full code set that makes up that particular attire following the above guide on how the order works you will see the first two lines have identical values, As it stands if you intended to dump this attire to texture over you would only get 1 texture that would serve for both sides of the tights.<br /><br />Original<br /><img src=[/img]
Hacked
[img]<br /><br />Finished code <br />Unmirrored Short-Tight<br />8104BE04 1808<br /><br />All that was done here same as the Bigshow's face i altered the value of the 'Right Side of the Trunk's from 1806 to 1808.<br />You also might notice the rest of the code for the Short-Tights there are no values at all these are unused slots represented in the memory as 0000 [Skin Tight\No Texture] that you could add some values to, Here is another example.<br /><br />I'm going to add some values to the lower back & stomach so it looks like he is taped up. Referring again to the attire order list the 3rd and 4th lines are what need values.<br /><br />8104BE08<br />8104BE0A<br /><br />values for taped up upper body are found here:<br />http://akilive.boards.net/thread/68/upper-body-textures<br /><br />Short-Tights<br />8104BE08 258B Stomach<br />8104BE0A 258F Lower Back<br /><br /><img src=[/img]Success this combo will only show up now for Short-Tights
Final Code
Short-Tights\Unmirrored & Taped Up
8104BE04 1808
8104BE08 258B
8104BE0A 258F
More to come with this
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~ Part 2 - Basic Poly Swapping ~
---------------------------------------http://akilive.boards.net/board/65/attires[/div]
These are a bit more complex to create as the full map of addresses and values have yet to be listed on the forum BUT i will show you how to find what you are looking for. The polys for the attires still run it the same order as before
[div align="center"]Right Side of the Trunks
Left Side of the Trunks
Stomach
Lower Back
Chest
Upper Back
Upper Left Arm
Lower Left Arm
Upper Left Leg
Lower Left Leg
Upper Right Arm
Lower Right Arm
Upper Right Leg
Lower Right Leg
Back of the Head/Neck
Front of the Head/Face
Shape of the Extra
Extra[/div]Only difference is the addresses and values change per body type so just ensure you are editing the correct body type before attempting this.
Example 1: JTG's Pants [div align="center"][img][/div]<br /><br />As you can see part of the pants are cut off creating a skin tight look, For this tutorial I'm going to recreate this look.<br /><br />First i need to pick what I'm going to hack over [Keep in mind once a body type as been hacked the original attire shape will be gone for good]<br />I'm going make this hack over Viscera's attire.<br /><br />Default<br /><img src=[/img]
These polys have already been listed here:
http://akilive.boards.net/thread/51/visceraIn the event you want to hack something that isn't listed on the forum here is how you find them...
Open Nemu64, then go to Plugins - Debugger: Dump Memory
Enter your start address (base address) 800XXXXX
Enter your end address
Select a file name and where to save
Select format 16 bit Hex Data
When searching, note that the addresses start with 80 and not 81.
You will need to change them to 81 for your code to work properly.
Dump the values.
Every address and value between the two you entered will be dumped.
Open the file in Notepad.
Save the file as a text document.
You can usually spot the attires by the pattern of numbers and where they repeat. Each attire has its own set of code made up of anywhere between 14 to 18 lines.
OK now we have are Addys and Values we can get hacking there are a couple ways to achieve this look for JTG but i will show you the easiest until your ready to dive in a bit deeper.
I'm going to hack the skinny body type
[Viscera Skinny Body Type Polys]
8004AA90: 174D
8004AA92: 1750
8004AA94: 174C
8004AA96: 174F
8004AA98: 174B
8004AA9A: 174E
8004AA9C: 162E
8004AA9E: 162F
8004AAA0: 1751
8004AAA2: 0000
8004AAA4: 1630
8004AAA6: 1631
8004AAA8: 1753
8004AAAA: 0000
this is what the code should look like when you dump it, It is current in 8bit format we need it to be 16 bit so alter the first 2 digits of the addresses from 800 to 810 like so i will also break the code down so you can see what is what...
8104AA90 174D Right Side of the Trunks
8104AA92 1750 Left Side of the Trunks
8104AA94 174C Stomach
8104AA96 174F Lower Back
8104AA98 174B Chest
8104AA9A 174E Upper Back
8104AA9C 162E Upper Left Arm
8104AA9E 162F Lower Left Arm
8104AAA0 1751 Upper Left Leg
8104AAA2 0000 Lower Left Leg *SKIN TIGHT VALUE 0000
8104AAA4 1630 Upper Right Arm
8104AAA6 1631 Lower Right Arm
8104AAA8 1753 Upper Right Leg
8104AAAA 0000 Lower Right Leg *SKIN TIGHT VALUE 0000
We now need addys and values for set of pants I'm going to use HBK's Intro gear as they have already been dumped which can be found here:
http://akilive.boards.net/thread/36/hbkHBK Entrance Attire [Skinny Body Type Polys]
8104BB00 12BC Right Side of the Trunks
8104BB02 12BD Left Side of the Trunks
8104BB04 0000
8104BB06 0000
8104BB08 0000
8104BB0A 0000
8104BB0C 0000
8104BB0E 0000
8104BB10 12BE Upper Left Leg
8104BB12 12BF Lower Left Leg
8104BB14 0000
8104BB16 0000
8104BB18 12C0 Upper Right Leg
8104BB1A 12C1 Lower Right Leg
8104BB1C 0000
8104BB1E 0000
8104BB20 0000
8104BB22 0000
Spot the pattern Yet? all the 0000 are skin tight and the addys with values are creating the desired shape so now all we have to do is move the values over from HBK to Viscera like so
8104AA90 12BC
8104AA92 12BD
8104AA94 0000
8104AA96 0000
8104AA98 0000
8104AA9A 0000
8104AA9C 0000
8104AA9E 0000
8104AAA0 12BE
8104AAA2 0000
*8104AAA4 0000
8104AAA6 0000
8104AAA8 12C0
8104AAAA 12C1
The part marked
* is the Lower Left Leg the value is still 0000 to make it skin tight as we have made any changes to it that line is not required for our code
8104AA90 12BC
8104AA92 12BD
8104AA94 0000
8104AA96 0000
8104AA98 0000
8104AA9A 0000
8104AA9C 0000
8104AA9E 0000
8104AAA0 12BE
8104AAA4 0000
8104AAA6 0000
8104AAA8 12C0
8104AAAA 12C1
AND.... We are done here [img]<br /><br />Final Code<br /><br />JTG\Pants [Replaces Viscera Attire Skinny Body Only]<br />8104AA90 12BC<br />8104AA92 12BD<br />8104AA94 0000<br />8104AA96 0000<br />8104AA98 0000<br />8104AA9A 0000<br />8104AA9C 0000<br />8104AA9E 0000<br />8104AAA0 12BE<br />8104AAA4 0000<br />8104AAA6 0000<br />8104AAA8 12C0<br />8104AAAA 12C1<br />8104C824 1CD6<br />8104C826 1CD8<br />8104C828 0000<br />8104C82A 0000<br />8104C82C 0000<br />8104C82E 0000<br />8104C830 0000<br />8104C832 0000<br />8104C834 1CDA<br />8104C836 1CDC<br />8104C83A 0000<br />8104C83C 0000<br />8104C83E 19E6<br />8104C840 19E8<br />8104C844 0000<br />8104C846 0000<br /><br />In the next part i will cover adding additional Polys\Textures to specific attires.. Stay Tuned! <img src=[/img]
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~ Part 3 - Adding One Additional Attire + Polys & Textures ~
---------------------------------------Alrighty Here we go, To quote Rick Rude ' Last verse same as the first only a whole lot rowdier and a whole lot worse '
Here is what we are going to attempt to Create
[div align="center"][img][/div]<br /><br />Poly\Texture layout remains the same for this example....<br /><br /><strong>[div align=[/img]Left Side of the Trunks
Stomach
Lower Back
Chest
Upper Back
Upper Left Arm
Lower Left Arm
Upper Left Leg
Lower Left Leg
Upper Right Arm
Lower Right Arm
Upper Right Leg
Lower Right Leg
Back of the Head/Neck
Front of the Head/Face
Shape of the Extra
Extra[/div]
[div align="left"]
Example 1: Adding One Extra Attire For IntrosThere is one unused shape in the Entrance attires set up which can be found here..
http://akilive.boards.net/thread/38/extra-entrance-attirePolygon Addys (Default Value)
8104F8FE (0000) Shades 1 (Acc)
8104F900 (0000) Shades 2 (Acc)
8104F902 (0000) Boss Man (Acc)
8104F904 (0000) Buh-Buh (Acc)
8104F906 (0000) D-Von (Acc)
8104F908 (0000) Cap (Hats/Caps)
8104F90A (0000) Too Cool (Acc)
8104F90C (0000) Godfather (Hats/Caps)
8104F90E (000B) Biker Vest (Costumes)
8104F910 (0000) JR (Hats/Caps)
8104F912 (000B) Austin (Costumes)
8104F914 (0000) Test (Costumes)
8104F916 (0007) Jerichoholic (Costumes)
8104F918 (0007) Showster (Costumes)
8104F91A (0009) Biker Jacket (Costumes)8104F91C (0001) Biker Flannel (Costumes)
8104F91E (0006) DX (Costumes)
8104F920 (000A) Grandmaster (Costumes)
8104F922 (000A) Y2J (Costumes)
8104F924 (0009) Too Cool 1 (Costumes)
8104F926 (0009) Too Cool 2 (Costumes)
8104F928 (0009) Too Cool 3 (Costumes)8104F92A (0001) Edge (Costumes)
8104F92C (0002) Rikishi (Costumes)
8104F92E (000D) Val Towel (Costumes)
8104F930 (000C) HBK (Costumes)
8104F932 (0000) Gold Medals (Acc)
8104F934 (0005) Tazz Towel (Costumes)
8104F936 (0001) Trenchcoat (Costumes)
8104F938 (0003) Undertaker Robe (Costumes)
8104F93A (0004) Robe (Costumes)
0009 on the above list it is for the Too Cool Jackets and also the Biker Jacket, We are able to alter the textures PER attire but NOT the polys or all 4 attires will be effected.
This Guide clearly Explains how to reactivate it we are just going to expand on it a bit...
Using this guide are code MUST start with this or a similar version [What it replaces it up to you] I'm going to stick with the original set up in the topic...
8104F926 0008 - Too Cool 2 is Unused Attire
For Jericho's Jacket I'm going to use the MEDIUM BODY polys that are listed [18 Lines]..
Too Cool 02
Medium Body Type
8104B314 0000
8104B316 0000
8104B318 15EF
8104B31A 15F1
8104B31C 15EE
8104B31E 15F0
8104B320 0000
8104B322 0000
8104B324 0000
8104B326 0000
8104B328 0000
8104B32A 0000
8104B32C 0000
8104B32E 0000
8104B330 0000
8104B332 0000
8104B334 0000
8104B336 0000
This is the default set up for the code not entirely sure what there plan was for this or why it was removed but its cool we can take advantage of it [img] <br /><br />Using parts 1 & 2 of this tutorial you should be able to create the basic poly shape of the jacket...<br /><br />8104B318 15E6<br />8104B31A 15E8<br />8104B31C 15E5<br />8104B31E 15E7<br />8104B320 1609<br />8104B322 160A<br />8104B328 160B<br />8104B32A 160C<br /><br /><strong><u>Example: 2 [Adding the Hat]</u></strong><br /><br />Tricky but worth every second.<br /><br />As stated this is an 18 Line code when dumped this allows us to take advantage of other attributes of the attire order listing that we haven't looked at yet particularly<br /><br /><strong>Back of the Head/Neck<br />Front of the Head/Face<br />Shape of the Extra</strong><br /><br />Polys<br />8104B330 Back of the Head/Neck<br />8104B332 Front of the Head/Face<br />8104B334 Shape of the Extra <br /><br />At the moment the values aren't listed on the forum yet but i will show you how to locate them <br /><br />first create the wrestler as normal head shape\hair\face etc, Once all that is in place go to here<br /><br />http://akilive.boards.net/thread/60/scotty-hat<br /><br />Go to Hats\Caps and give Jericho Scotty's Hat<br /><br />Take the addys of your chosen head shape convert them from 16 bit to 8 bit [810 becomes 800]<br /><br />Open your Memory editor and enter all 3 of the addresses respectively and note the first values that show up and add the values to the polys<br /><br /><br />8104B330 1483<br />8104B332 14D6<br />8104B334 14EA<br /><br />Next part is to texture the hat so you can dump it and edit it first get the addresses found here:<br />http://akilive.boards.net/thread/32/entrance-attire-textures<br /><br />Then the Hat Values Here:<br /><br />http://akilive.boards.net/thread/57/hats-caps-textures<br /><br />8104F754 1F51<br />8104F758 1F51<br /><br />Code so far:<br /><br />8104F926 0008<br />8104B318 15E6<br />8104B31A 15E8<br />8104B31C 15E5<br />8104B31E 15E7<br />8104B320 1609<br />8104B322 160A<br />8104B328 160B<br />8104B32A 160C<br />8104B330 1483<br />8104B332 14D6<br />8104B334 14EA<br />8104F754 1F51<br />8104F758 1F51<br /><br />Breakdown<br />8104F926 0008 Tool Cool Jacket 2 is [Unused poly 0008]<br />8104B318 15E6 Stomach [Poly]<br />8104B31A 15E8 Lower Back [Poly]<br />8104B31C 15E5 Chest [Poly]<br />8104B31E 15E7 Upper Back [Poly]<br />8104B320 1609 Upper Left Arm [Poly]<br />8104B322 160A Lower Left Arm [Poly]<br />8104B328 160B Upper Right Arm [Poly]<br />8104B32A 160C Lower Right Arm [Poly]<br />8104B330 1483 Back of Head [Poly]<br />8104B332 14D6 Face [Poly]<br />8104B334 14EA Shape of Extra [Poly]<br />8104F754 1F51 Back of Head [Texture]<br />8104F758 1F51 Shape of Extra [Texture]<br /><br />[Pretextured Preview]<br /><img src=[/img]
Example: 3 [Adding the Gloves]http://akilive.boards.net/thread/35/attire-colorsThis is the one that will be a pain in the ass for most beginners but i will do my best to explain how it works...
This follows a different set of addys than what has already been described the above map is strictly for UNIQUE attires only to add gloves we are going to have to hack the OVERALL Graphic data.
The Addys displayed in the above link as you can see break down EVERY part of what your CAW is wearing. We are going to focus on this particular set from the listing
Entrance attire
810AA000 Right Trunks
810AA002
810AA004 Left Trunks
810AA006
810AA008 Stomach
810AA00A
810AA00C Lower Back
810AA00E
810AA010 Chest
810AA012
810AA014 Upper Back
810AA016
810AA018 Upper Left Arm
810AA01A
810AA01C Lower Left Arm
810AA01E
810AA020 Upper Left Leg
810AA022
810AA024 Lower Left Leg
810AA026
810AA028 Upper Right Arm
810AA02A
810AA02C Lower Right Arm
810AA02E
810AA030 Upper Right Leg
810AA032
810AA034 Lower Right Leg
810AA036
810AA038 Back of Head/Neck
810AA03A
810AA03C Front of Head/Face
810AA03E
810AA040 Extras
810AA042
Gloves
810AA044 Left Lower Arm
810AA046
810AA048 Left Hand
810AA04A
810AA04C Left Fingers
810AA04E
810AA050 Right Lower Arm
810AA052
810AA054 Right Hand
810AA056
810AA058 Right Fingers
810AA05A
We basically need to tell the game that our wrestler is wearing a particular attire
How do we do that?
It starts by converting one of the addys we have picked out and turning it into an Activator. For those who aren't sure of what and Activator is\does it effectively defines the difference between How Graphic Data is displayed Activators do not start with a ''8'' they start with a ''D''
Example From the list above:
810AA010 Chest [ADDY]
D10AA010 Chest [ACTIVATOR]
in coding out activators MUST go BEFORE our addys its almost like telling a story
D10AA010 Chest [ACTIVATOR] -
WHEN Chest Graphic Data is
810AA010 Chest [ADDY] -
THEN Chest Graphic Data is
The Activator Forces the Texture to Alter to what ever we like so to add a glove highlight the wrestlers attire you are altering so for Jericho we used Too Cool 02 convert the chest graphic addy from 16 bit to 8 bit
810AA010 [16 bit]
800AA010 [8 bit]
And check it in the memory editor the value i got 2761 so the the first line of our code is
D10AA010 2761 - When player is Wearing Too Cool 02 jacket texture 2761
This will go before EVERY line in our code
From here is select the additional addys we would like this activator to effect
810AA048 Left Hand
810AA04C Left Fingers
810AA054 Right Hand
810AA058 Right Fingers
and we build our code like so
D10AA010 2761
810AA048 Left Hand
D10AA010 2761
810AA04C Left Fingers
D10AA010 2761
810AA054 Right Hand
D10AA010 2761
810AA058 Right Fingers
Using Hackamaniacs Attires tool that we used early in this tutorial select a glove value I'm Going to use 1EA7 [Kane Glove]
D10AA010 2761
810AA048 1EA7
D10AA010 2761
810AA04C 1EA7
D10AA010 2761
810AA054 1EA7
D10AA010 2761
810AA058 1EA7
Success Next we have to convert our code so it works for all 4 players to do this we must use an offset to find the addys that control the other players in this instance the offset is:
(Offset +270)
Open your calculator select programmer and set it to HEX
That each addy and add 270 to it
Example
D10AA010 + 270 = D10AA280 [Player 2]
D10AA280 + 270 = D10AA4F0 [Player 3]
D10AA4F0 + 270 = D10AA760 [Player 4]
and so on remember this will have to be done for EVERY line both Activators & Addys like so
Player 1
D10AA010 2761
810AA048 1EA7
D10AA010 2761
810AA04C 1EA7
D10AA010 2761
810AA054 1EA7
D10AA010 2761
810AA058 1EA7
Player 2
D10AA280 2761
810AA2B8 1EA7
D10AA280 2761
810AA2BC 1EA7
D10AA280 2761
810AA2C4 1EA7
D10AA280 2761
810AA2C8 1EA7
Player 3
D10AA4F0 2761
810AA528 1EA7
D10AA4F0 2761
810AA52C 1EA7
D10AA4F0 2761
810AA534 1EA7
D10AA4F0 2761
810AA538 1EA7
Player 4
D10AA760 2761
810AA798 1EA7
D10AA760 2761
810AA79C 1EA7
D10AA760 2761
810AA7A4 1EA7
D10AA760 2761
810AA7A8 1EA7
FINAL Jericho Entrance Attire Code
Replaces: Unused Data slot 0008 Over Too Cool 02 [Hat\Gloves\Jacket]
8104F926 0008
8104B318 15E6
8104B31A 15E8
8104B31C 15E5
8104B31E 15E7
8104B320 1609
8104B322 160A
8104B328 160B
8104B32A 160C
8104B330 1483
8104B332 14D6
8104B334 14EA
8104F754 1F51
8104F758 1F51
D10AA010 2761
810AA048 1EA7
D10AA010 2761
810AA04C 1EA7
D10AA010 2761
810AA054 1EA7
D10AA010 2761
810AA058 1EA7
D10AA280 2761
810AA2B8 1EA7
D10AA280 2761
810AA2BC 1EA7
D10AA280 2761
810AA2C4 1EA7
D10AA280 2761
810AA2C8 1EA7
D10AA4F0 2761
810AA528 1EA7
D10AA4F0 2761
810AA52C 1EA7
D10AA4F0 2761
810AA534 1EA7
D10AA4F0 2761
810AA538 1EA7
D10AA760 2761
810AA798 1EA7
D10AA760 2761
810AA79C 1EA7
D10AA760 2761
810AA7A4 1EA7
D10AA760 2761
810AA7A8 1EA7
4 Player Converted & Can always be left on!
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